Where Matthew D. Wilson attempts to amuse, subvert and influence you with his somewhat tenuous command of the English language.

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In my relatively tame and uncorrupted youth, my biggest vice was probably a fiction addiction. Thanks to the Science Fiction Book Club and their twelve-books-for-a-penny introductory offer, I mainlined a constant stream of sci-fi and fantasy prose into the wee hours of every night, ensuring no more than a few hours of sleep to get me through school the next day. Mock me if you will, but if you’re reading this blog, chances are you’re more like me and less like the kids that were getting themselves into more exciting kinds of trouble at the time. And while I’ve often thought that maybe I missed out on some of the coming-of-age adventures that defined my generation’s journey into adulthood, what I didn’t know at the time was that I was preparing for a much greater adventure, or rather, an entire series of them, and I never could have expected where my love of reading fiction would take me.

Over time, my shelves packed with fantasy and sci-fi novels were replaced by a library of business books, art tutorials, and texts about the craft of writing. Opportunities to enjoy a good piece of fiction were few and far between and for the most part my fiction fix was fulfilled by whatever game product we were currently working on at Privateer Press.

I wasn’t the only one that enjoyed the stories based in the Iron Kingdoms, though, and over the last decade of world building and game publishing that we’ve done through the WARMACHINE, HORDES and the Iron Kingdoms RPG game lines, the number of requests we’ve had for novels set in this dynamic universe is countless. With the proliferation of portable digital technology, I realized sometime last year that fulfilling this request — a goal we have held at Privateer for a very long time — was well within our grasp.

It seemed a simple enough mission; find talented authors who would be interested in exploring the Iron Kingdoms setting with us, work with them to create novels, package them with stunning artwork, and distribute them digitally for all to enjoy. None of this seemed outside the realm of anything I’d tackled in the past and the adept staff at Privateer Press was more than capable of bringing it together. But the reality behind the fiction was somewhat less straightforward. We weren’t just trying to publish a novel or even a series, but rather, an entire library with multiple series that explored the world end to end. It quickly became clear that this would be a massive effort.

Once the decision was made to go forward with this new publishing venture, things began to come together very quickly as we planned out the line of books we wanted to publish. In very short order, projects began with several talented and accomplished authors, some of which were even players of Privateer Press games. Outlines flew back and forth by email, stories formed, and first drafts piled up on the desktop like an an impossible-to-summit mountain whose peak moved farther away with every step toward it.

The challenge was twofold: First, we wanted volume. The goal was to produce regular offerings with a minimum of one new novella or novel every month. This meant initiating multiple projects in parallel and managing them all through their development at the same time.

The second challenge was continuity. We’re creating stories in a world that has ten years of publications on the shelf already, a pantheon of developed and known characters, and a rigid system of rules that governs many aspects of what can happen in the setting. Complicate that with nearly fifteen-hundred years of in-setting history and an ongoing plot line involving a dozen factions, and you suddenly find yourself in a treacherous landscape that few can navigate on their own.

To their credit, the fantastic authors that signed on for this undertaking were ready for adventure and they rose to meet every challenge that comes with weaving new tales into an established setting. What we ended up with are multiple series that chronicle the origins and exploits of Immoren’s most famous warcasters, warlocks and adventurers. Stories range from intimate character studies to swashbuckling hijinx to epic warfare, and for me, each one has been a different kind of joy to read. While my first responsibility in reading an early draft of a story is to help maintain continuity and consistency of the setting, it’s difficult to avoid getting swept into these tales and reading them for pure pleasure. Finally, we get to read of Makeda’s harrowing youth and the complicated origins of Allister Caine. We get to explore the monster-infested wilds with Pendrake and we get to witness the emergence of an entirely new threat to the Iron Kingdoms with the Convergence. For anyone who has craved more out of their experience with WARMACHINE, HORDES and the Iron Kingdoms and beyond, there is a treasure trove of literature on the way.

Over the many months of commissioning and creating content, I searched for an identity for this publishing label. While the initial books are all based on existing Privateer Press properties, and while the publishing label is a subsidiary of Privateer Press and depends very much on the efforts and contributions of Privateer’s staff, one of the goals for this venture is to be able to explore worlds beyond the Iron Kingdoms, including worlds in other Privateer properties as well as all new, never before seen settings. Working with established and accomplished authors as well as unpublished and emerging talent, we are building a bold new publishing label that will innovate, take chances, and hopefully create a name for itself that represents these qualities while doing honor to the Privateer Press legacy.

The name we finally settled on was Skull Island eXpeditions. The ‘silly cap’ X is a way of tidying up our URL (www.SkullIslandX.com), and also giving a nod to our swashbuckling lineage and that which marks the final destination of any great quest. Finding this identity crystalized what we were about, what we wanted to achieve, and gave us a compass to help guide and inform the kind of content readers can expect to experience with us in the future.

It’s been no small task getting here, but all of the work thus far has simply been the preparation. The real journey will be underway in a matter of days, when we finally get to release these books to the public and launch this expedition once and for all. It’s my hope that you’ll follow us on this great adventure and explore the Iron Kingdoms along with the amazing authors that have contributed their vision to it. Fair warning, though: Proceed with caution. Reading fantasy books can take you places you’d never expect.

Last Friday, the away team at this year’s Temple Con in Rhode Island delivered the 2013 Privateer Press Keynote presentation, disclosing many of the projects we’ve been working on for the past year and what the coming months hold in store for players of Privateer’s games. Only a couple weeks before that, we also announced upcoming plans for the Privateer Press Digital e-reader ap as well as the very exciting new Skull Island eXpeditions fiction imprint that will be exploring the world of the Iron Kingdoms through multiple lines of all new, original fiction from some of the most talented authors around. While there is much more to tell about each of these different projects, the opportunity to finally expose our efforts to the world has come with a great deal of personal relief as I’m now finally free to break my silence…or more importantly, I now have something to talk about.

When I launched this blog last year, we were well into production of several new projects. I had a film project in progress and games we were hoping to bring attention to. For a time, I had more than enough material to ramble on about, and I think some of it was even interesting. But as the summer came to a close and we went dark on new developments, I suddenly found myself with very little I could converse about publicly. As well, I didn’t seem to have a spare moment to talk about any of it even if I could. MattWilsonPrime came to a screeching halt and over the past few months has accumulated dust and cobwebs, a situation that I’m hoping to remedy, starting now.

While I do love a good reveal, I don’t much like keeping secrets. It’s a burden. I’d much rather be able to share openly what I’m working on as well as all of the cool developments at Privateer as they happen, and they happen daily! There are important reasons for holding back info, though. Competition is one of them, but it’s probably the least of my considerations as much of what we’re doing can only be done by us. No one else is going to add a new faction for WARMACHINE, for instance. But chief among our reasons for being a bit coy is simply managing expectations. If we’re going to announce a new faction or a new game, we like to have something to show for it. Giving insufficient information could lead people to the wrong conclusions or leave them underwhelmed, and we always strive to overwhelm, if there’s going to be any whelming at all. (Did you know ‘whelming’ is a word? I fully expected the autocorrect to change that one on me!)

The Privateer Press Keynote largely took the form of a series of videos produced by Privateer’s amazing Tony Konichek and the company’s marketing team. If you had a chance to see them all, I’d be amazed to find out that there wasn’t at least something that you found exciting, even if it wasn’t what you were personally hoping for before the event. But for my part, I’m truly thrilled about all of the new developments we’ve got going on and can’t wait to see them produced and released into the world. I really believe Privateer has the hardest working and most motivated crew of people in the game industry and what makes them so is the pride and passion they put into these projects. They/we love what we’re doing and we love to please the people who play our games and engage in our worlds. We can’t possibly please everyone all of the time, but my hope is always that if we continue to make enough people happy, they’ll keep granting us the opportunity to continue doing more.

I could do a separate blog on every one of the new projects, but I’ll hit the highlights here:

Among the most exciting announcements was the new Convergence of Cyriss faction for WARMACHINE. This is something we’ve been wanting to do for years, but because we’re so involved with the ongoing saga of the Iron Kingdoms setting, it had to appear at the right time. We spent nearly two years developing this faction, coming up with an exciting new mechanic that would make them original and developing the visuals that hadn’t really been explored since our original RPG offering in the Witchfire Trilogy. We’ve only shown the tip of the iceberg with what this faction has to offer and I think that as it unfolds the faction will only become more exciting. I’m personally so thrilled about it that I’m ready to start a whole new army and can’t wait to get my hands on the models to start painting them. Diving into what makes this clockwork faction tick has been an amazing experience and has probably resulted in the single most realized and cohesive faction we’ve ever created. It adds a new dimension to the world and will engage players both on the tabletop as well as in the fiction that supports it. Part of having a world that is so rich and deep is that we have what seems like an endless well of material to explore and this one has been anticipated by us as well as many Iron Kingdoms enthusiasts for over a decade. Cyriss as last!

We also have had several new game announcements recently. HIGH COMMAND the new deck building game for WARMACHINE and HORDES, will give players an all new way to experience the battles in the Iron Kingdoms on a macro level. It also offers an opportunity for people who don’t have the time or inclination to glue their fingers together to engage the world we’ve created. I expect this will become the game that people play as they’re waiting for their gaming group to show up or for tournaments to start. It captures all the flavor of the dynamic battles of WARMACHINE and HORDES in a fast, intense, card game experience while showcasing the vast library of artwork we’ve accumulated through ten years of development.

LEVEL 7 continues to occupy a great deal of my time, as well. I spent much of the last few months working closely with Privateer’s director of business, Will Shick, to create the fiction for a LEVEL 7 [ESCAPE] expansion as well as the all new tactical combat board game, LEVEL 7 [OMEGA PROTOCOL]. Both games reveal new information about the insidious agenda of Subterra Bravo and allow players to explore the nightmares within its twisted halls. And with [OMEGA PROTOCOL], we get the chance to fight back — with miniatures! Taking the next steps with the LEVEL 7 franchise is personally very fulfilling, as we’re following a plan outlined several years ago. If running for your life from aliens and genetically engineered monstrosities wasn’t quite your thing, maybe filling them full of lead will be. But if all of that seems too oppressive, there’s some lighter fare in store as well…

BODGERMANIA is a hoot. It’s fast, raucous, a little irreverent, and brings that crazy cast of maniacal goobers back as pro-wrestlers, with all of the bling and bawdiness associated with this performance sport. I had very little to do with the development of this game, which makes me look forward to it all the more as a player. When it was pitched by DC and the dev team at Privateer, it got an instant green light from me. They took the bodgers in a wholly new and unexpected direction and even playing with a mockup deck of cards, I couldn’t stop laughing through the demos.

The single biggest consumer of my time since August has been preparing for the launch of Skull Island eXpeditions. For years, we at Privateer as well as two or three players in the audience have dreamed of exploring the world of the Iron Kingdoms through long-form fiction. This year, we’re not only going to see a line of novels from Pyr Publishing, but thanks to the prolificness of the portable tablet and the rise of e-publishing, we have the opportunity to make that dream a reality by delivering boat loads of stories set in the Iron Kingdoms. Skull Island X (as our friends call it) has been gearing up for an aggressive publishing schedule that will release monthly offerings of novels and novellas that delve into the characters and events of WARMACHINE, HORDES, and the Iron Kingdoms at large. We’re pulling back the curtain on the shrouded pasts of some of the settings most compelling warcasters and warlocks. We’re following famous adventuring personalities on their never told exploits across the continent of Immoren. And we’ll be seeing the introduction of all new characters that will show us a view of the battlefield we’ve barely touched upon in the fiction we’ve been able to do in the game so far. On top of all that, the first full-length novel from Skull Island X will take us deep into enemy territory as it unravels the mysterious agenda of the Iron Kingdoms’ newest threat to humanity, the Convergence of Cyriss. For months, I’ve worked what has become as second job along side Director of Publishing, Scott Taylor, to shape the content that Skull Island’s amazing lineup of talented authors is preparing to unleash on anyone awaiting a good yarn in this world of steam and sorcery. I plugged one of the stories a while back, The Way of Caine, that we’ll be seeing in a few months, and there are so many exciting titles to follow. But in addition to the great stories, we’ve been procuring dozens of new illustrations. Electronic publishing gives us limitless possibilities for the inclusion of maps and full color artwork, and we’re making the most of it in an effort to realize every nook and cranny of the world as vividly as possible.

In my copious spare time, I’ve actually started developing a new film project as well. It took months of deliberation to nail down what I wanted to tackle next, but I think I’ve settled on a direction. As I hope to do this completely independently, it will likely take years to complete, so I’m doing my best to absolve myself of the stress of a schedule and instead am going to just take whatever time is necessary to make it happen. As I get further along in the development process, I’ll start sharing some of the journey here so you can live vicariously through my self-inflicted pain and suffering.

I wouldn’t say that covers everything I’ve got my hands in right now, and there are surely questions about things I haven’t mentioned, but these are the the things that I can talk about now and I think it’ll give me enough to stay busy on this blog for a while. More than anything, it just feels good to finally let the cat — or in this case a whole herd of cats — out of the bag!

The original Stryker image done for the first Battlebox releases of WARMACHINE.

A couple weeks ago I tweeted that I’d gotten roped into doing the concept art for the next incarnation of one of WARMACHINE’s most iconic characters, Commander Coleman Stryker. The truth is, I wasn’t roped into it so much as presented with the opportunity. It took about three seconds for me to process the idea and agree. Stryker is, after all, a character very close to my heart and represents the very beginnings of WARMACHINE.

In terms of development, the original Commander Coleman Stryker is the first warcaster ever created. He became the baseline by which all other warcasters were compared to and balanced against. In a sense, both mathematically, and conceptually, Stryker represents the closest thing to an ‘everyman’ that a warcaster can be. He’s not ‘the best at what he does’ like the two-gun-slinging Caine, nor is he imbued with the powerful arcane abilities that Haley possesses and develops over time. He’s good at what he does, don’t get me wrong, but he was created with the idea that he’s well rounded and adaptable to a multitude of situations, relying on no single strategy for success. And fictionally, this is represented in the character as well. He’s the consummate soldier and an admirable leader, the kind of guy you want to follow into battle. While victory is his goal, the preservation of life and humanity are his foremost concerns. He’s gallant, shining, brave and ready for anything. At least he was…

Something unique about the WARMACHINE and HORDES miniatures games is the way we’ve woven the sweeping story into the game itself, primarily reflected in the character models. The big story, the one we call the ‘meta story’ started about nine years ago in our first expansion book, Escalation. Through a brief anthology story and several vignettes and snippets of fiction, we exposed the characters of the warcasters. We got to know them better, get inside their heads a little, and we got to see the beginning of their ‘character arcs’.

Andrea Uderzo’s magnificent rendering of Stryker in Prime MkII.

According to the screenwriting guru Syd Field, there are four building blocks or aspects of character, which people like to lump together with the term ‘characterization’. These aspects are a point of view unique to the character, an attitude reflecting how he interacts with life and challenges, a need, want or desire that motivates the character through the story, and last but not least, change. No, not a pocket full of coins. We’re talking about character change. The thing that ultimately connects us to a character in a dramatic situation is our observation of how that character deals with a problem and ultimately changes (or doesn’t in some cases) in order to achieve a resolution to that problem. (Am I getting too heady here? Better get some caffeine…)

So, back to Escalation. We’ve got this character, a hero of his nation, a man revered as much for his courage and martial prowess as he is for his sense of justice and mercy. He’s a veteran of numerous battles and engagements and has certainly experienced both victory and defeat, but his character is never daunted nor tarnished because his only desire — to protect the kingdom that he cherishes — is utterly selfless. And then he’s confronted by something he’s never had to deal with before. His past wartime experience was always by the book. The rules of engagement were clear and everyone abided by those rules. Then came Khador’s invasion of Llael and everything got turned on its head. As Cygnar mobilized to assist their allies to the north, the long simmering theocracy of the Protectorate of Menoth seized the opportunity to strike at Cygnar’s unprotected flank. The result was chaos that spilled over the confines of any battlefield and quickly devastated the lives of innocent civilians caught in the line of fire. Coleman Stryker was rudely awakened from the dream that war could be a noble method of resolving conflict and forced to face the cold reality that there is nothing noble about it. He watched helplessly as ruthless Khadoran soldiers murdered and looted a defenseless village while Protectorate militia massacred fleeing civilians simply to make a point about their difference in theological preference. This was a war without boundaries, an ugly war like Stryker had never experienced before. Witnessing this inhumanity without the power to stop it became the catalyst for Stryker’s change.

Stryker served a just an honorable king, a service he’d been proud of over the ten years since he’d aided Leto in usurping his brother’s throne and leading the nation into an era of prosperity. But Leto’s code prohibited any action considered inhumane, and this is the catch 22 that Stryker found himself mired in. The enemies of Cygnar were willing to do anything to crush them, but Cygnar had no way to defend against such ignoble actions while still upholding the nation’s values. Realizing he would only be leading men to their death as his beloved country crumbled around him, Stryker laid his sword down at the feet of his king and resigned his command unless he be given the freedom to seek total destruction against the forces that threaten Cygnar’s people.

And so ends Act I of Stryker’s character arc. Met with the catalyst for change, Stryker reluctantly embraces this new reality and makes a decision to change his personal code in order to seek a solution to the problem of his nation. Ultimately, Leto has no choice but to give Stryker his leash, and what happens next becomes the subject of much heated controversy between those following the saga of the Iron Kingdoms. Stryker, the once shining knight of Cygnar, becomes the monster he is trying to defeat.

In retrospect, as the creative director driving the plot of the meta-story, I realized we moved a little too fast from the Escalation chapter to the next expansion installment, Apotheosis. If I had the chance to do it all over again, Escalation would have been a bit more of a prologue and a chance to get to know the characters and set up the conflict, and there would have been another book inserted before Apotheosis in which we take these characters to the brink like we did with Stryker. I think the controversy that stirred around Stryker and what he became in Apotheosis was largely due to the fact that we moved from the starting image of this character so quickly into something completely opposite. It might have felt a little like a bait and switch in terms of his fictional presentation. On the other hand, it was a very dramatic shift, and the fact that it polarized people to the character means that it struck the right chords. Our take on the events in the Iron Kingdoms is that nothing is black and white, it’s all grey area and one’s opinion of a situation is entirely relative to his or her position and point of view. In other words, people SHOULD disagree.

Epic Stryker in full battle rage.

So with a his newly appointed station to Lord Commander giving him authority above the law of the land, Stryker decides that the best defense is a good offense, and he sets out to offend his enemies in every way he can. In doing so, he offends some friends as well, namely his mentor, Commander Adept Nemo, when he uses his newfound authority to confiscate a suit of prototype warcaster armor against the old man’s wishes.

He proceeds to march across Cygnar, rounding up civilian sympathizers of the Protectorate (specifically, anyone that worships the Protectorate’s god, Menoth), then shipping them off to a prison island. It’s a dark turn for our once gleaming hero and obviously not something the Protectorate’s religious tyrants would ever expect from Cygnar. Then Stryker leads a brutal assault against Sul, a city filled with the downtrodden and oppressed citizens of the Protectorate. Stryker’s metamorphosis is underway. He has officially become the monster he wants to destroy. It’s a conscious choice, one born of noble intent and complete self-sacrifice but it’s a dark path and comes at the price of Stryker’s soul and very nearly his life.

His sights locked on a particularly vile priestess of the Protectorate, Feora, Stryker lets vengeance take hold of his actions. But Stryker’s hubris comes back to haunt him when the prototype armor goes on the fritz. Were it not for the quick intervention of Stryker’s least favorite ally, Caine, he would have been skewered on the ends of Feora’s fire-breathing blades. So consumed by his rage at this point, Stryker learns nothing from the close call and shirks the aid and counsel of his friends, determined to destroy the entire city.

An early version of the Stryker in-game model by WhiteMoon Dreams.

There are readers that empathized with Stryker, realizing he was doing what he thought he had to do in order to protect Cygnar from destruction. Others were disgusted with his actions, disappointed and let down that the noble hero could fall so far from grace. But that’s the point. In order for Stryker to achieve his own apotheosis, we would first have to destroy everything that he was. I hear players of the games criticize the fiction from time to time, claiming that the stories aren’t dramatic because the main characters don’t die. But I’ll argue that physical death isn’t nearly as meaningful as spiritual death, and right then, Stryker was on the express elevator to hell.

When we next meet up with Stryker, he’s cornered Feora in a temple full of Protectorate civilians seeking shelter from the battle and he’s about to get the vengeance he’s been seeking. But Feora commands a warjack to unleash a barrage of rockets to cover her escape, bringing down the temple on top of the heads of the cowering Menite civilians. Suddenly, Stryker is hit with the realization that the civilians of the Protectorate are in just as much need of protection from their tyrant leaders as his own people are back in Cygnar. And herein lies the final fork in the road for Stryker’s soul. Pursuing Feora and leaving the civilians to die means completing his transformation into the monster. The blood of innocents on his hands can never be washed off. Victory would be his, but there would be no return to the man he once was. Instead, he places himself in harm’s way, buying time for the civilians to escape as the temple comes crashing down to bury him alive. The path of darkness has led him to new enlightenment just before he finds redemption in death.

Okay, not real death. Symbolic death. Death of a particular existence, illustrated in the action of being buried alive. We all know Stryker lived or I wouldn’t be getting the chance to concept a new model for him. But the change the character goes through over time, from courageous hero of the people to a monster, to being reborn, enlightened with the ideal that no existence is worth the compromise of values, humanity, or one’s soul is a defining theme of WARMACHINE and in my mind makes Stryker the very heart of WARMACHINE. He might not be your favorite character — there are so many to chose from, after all — and you might not even care for Cygnar as a faction, but as both a game piece, and as a fictional character that has endured and emerged victorious in the battle for his very soul, Stryker is the touch stone by which all other characters are measured in this setting.

And that’s why there was never a question about whether or not I’d do the concept art for his next incarnation.

If you made it though that long winded essay, you must really be interested in what exactly Stryker’s next incarnation actually is — that’s the real reason you’re reading this! I’m sure some of you have guessed it by now, anyway. The big change is that like the latest version of Vlad, Stryker will be mounted. Rules-wise, I’m not at liberty to speak much and honestly, I’m not sure exactly where he’s sitting in development. But the concept brief calls for his horse to be clad in heavy powered armor and there’s a suggestion that Stryker’s own armor might be heavier than his original epic version, by virtue of being mounted on the horse. Presumably, Stryker’s prototype armor has been tuned up by Nemo and he’s no longer a danger to himself, so there’s an opportunity there for some visual change. The brief also suggests that he retain his iconic blade, Quicksilver II (now you get the title of the blog!). I’m thinking this is the right call as I haven’t been able to come up with an idea for any other weapon that feels right in his hands.

It’s quite a few years back when we wrapped Stryker’s character arc in Legends, after he killed Hierarch Voyle and repelled the Protectorate invasion. He’s long overdue for a new model incarnation and this will be a return to the shining knight, but representative of the change he’s undergone. Honestly, I’m not entirely sure yet how I’ll approach it. There’s something missing in the idea that I haven’t discovered yet— the pose of Stryker atop the horse, some affectation of his armor? Would it make sense for a warcaster to carry a pennant into battle? Or is he dual wielding Quicksilver with his disruptor pistol like his original sculpt?

I got a lot of great feedback on the Eiryss 3 concept and it was a fun process to sift through and harvest the suggestions, several of which found their way into the final concept. I’m interested in what you’d do with Stryker’s new image and look forward to sharing this creative journey with you again.

From left to right: My indomitable opponent Chris Kluwe, moi holding a ‘Fire of Menoth’ cupcake, and the event mastermind, John DeShazer. (Photo stolen from Mercenary Market’s FB page.)

I didn’t think there was chance in hell that I would, there was never really a question about that. My hope was that I could get through the game without thoroughly embarrassing myself, and I think I managed to do that. In fact, I think I made Mr. Kluwe work for it…or at least he pretended to. Either way, let the record show that I did not go down without a fight. Neigh. I brought the fight to him!

Here’s how it went down…

If you’ve been following this blog or my recent tweets/facebookings, you might know that this past Sunday I participated in a great WARMACHINE/HORDES event at Mercenary Market in Coasta Mesa, hosted by the stores owner’s, John DeShazer and my magnanimous opponent for the day, Chris Kluwe. What made this even so fantastic was the unique format, something that I expect will very shortly become a mainstay of WARMACHINE and HORDES events around the world. Twenty eight players showed up and were randomly divided into two teams, each team to be lead by a General — the Generals being Chris and myself. Through four escalating rounds, the teams faced off and during each round, Chris and I were given a limited number of advantages that we could dynamically bestow upon one of our players (whom I will refer to henceforward as ‘champions’), once per player, per round. The advantages could take the form of:

As the battles raged across the tables, our champions would call out at pivotal points in the battle to request our support. Several times, the advantage turned an otherwise negative situation into a positive, and more than a few times I witnessed it as the winning die roll in the game. Since each champion only had access to one advantage per game, the effect was not staggering or unbalancing, but the turned-hand of fate was felt throughout the day, to be sure.

Each round, the winning side gained an advantage for their respective General. I’ll try to remember what they were:

• Round 1 — 2″ of additional deployment
• Round 2 — Bonus to the initiative turn order roll
• Round 3 — Player gets to place a wall on the battlefield before deployment
• Round 4 — Player gets one instance of a bonus, as described above.

I gained all four.

My champions were amazing. Or maybe I was just an astounding General! Every player on both sides gave it their all and rallied behind their General yesterday, but round after round, my champions managed to bring home the victory and deliver the advantage to me. The rounds were close and competition was fierce, to be sure, but fortune graced me with the winning army that day, and as a whole, they accomplished a flawless victory (which I squandered with my own incompetence, but we’ll get to that part of the story soon enough).

Chris definitely had the height and reach advantage on me…

An entertaining side note to this is that the organizers of the event surprised Chris and I with a challenge for the Generals following the completion of each of the first three rounds. This added a bit of interaction and I think, comedy, to the day’s events. The General challenges went like this:

Round 1 — Chris and I were tasked before the round started with learning the names of each of our champions before the end of the hour. This was a great challenge because it thrust us onto the battlefield with our champions and required us to engage with them. Immediately, both of us began taking notes, working hard to associate the names with the faces. Impressively, when the moment of truth came, we both scored a perfect 100, memorizing each of our champion’s names. The success awarded us each an additional bonus advantage to hand out in subsequent rounds, but the playing field was still level. I’ll add though, that the greatest advantage was knowing the names of my champions after that, and this served me well.

Round 2 — For the second challenge, an army was selected at random from one of our respective champions. Chris and I were tasked with reciting the name of each model or unit in the army. You might think this is a slam dunk for the creator of the game, but after 15+ books worth of models, even I get stymied on a name once in a while, especially in the heat of competition. Amazingly, Chris and I went toe to toe again, but we both got hung up on one character solo: Sylys Wyshnalyrr. Incredibly, neither of us could dredge the name of this misbegotten elf from our subconscious, and the challenge again ended in a draw with each of us gaining the additional bonus advantage. I’m not sure what this says about ol’ Sylys, but even after multiple ‘sudden death’ rounds, he was the only one that we both failed to name. (Does anyone even know how to pronounce his name? Good grief!)

Round 3 — The humiliation round! The challenge was to lead our champions in a song or chant about, I think, our faction or our army or something. Interpretation of the challenge seemed to vary. Chris and his champions, to his credit, chanted something charitable about Privateer Press and their appreciation, and for that, I must thank him. But this was a juried challenge and I knew I’d have to dig a little deeper to pull this victory out, so as the round played out, I scribbled notes on a 3 x 5 card and subsequently lead my graciously cooperative team in the following chant (keep in mind that I knew I’d be fielding Cygnar today, but my players were made up of a random assortment of factions from both WARMACHINE and HORDES):

Cygnar, Cygnar, you’re our team today, We might not like you but that’s okay, You’ll kick Kluwe’s butt if you hope and pray, Then you can pack up and go away.

My gambit payed off and self-deprecating humor won the day…or rather, the challenge. There was still much left to play out this day…

Instead of winning an advantage for the third General challenge, the losing team was forced to don the pink Privateer bandanas for the final round.

After seven hours of our champions waging bloody war, Chris and I finally got down to our death match. As I said above, I had all the advantages that my champions had won throughout the day. The table was set, and the scenario was revealed, but I won’t even worry about describing the scenario because I don’t think either Chris or I ever had an inclination to try and win by the scenario conditions. It was something about zones and objectives and contesting something or other, but you already know how this is going to go: Caster Kill.

My army. Cavalry painted by Bob Ladd as a commission a few years back. Everything else painted by me. Only Stryker, the Journeyman and the Cyclone existed before last week. I was doing some serious speed painting!

After a week of frantic painting and army building, here’s what I brought to the field with my 50pt force:

Okay, he had some other stuff, too. UAs for the banes, the Combine, Tartarus…what’s it matter. I couldn’t target any of them anyway!

In a final advantage granted to the Generals, the champion from each team with the day’s best strength of schedule became the Lieutenant advisor to the General. I’m going to say right up front here, and I’ll say it again, this saved my bacon. My Lieutenant, Alex, who kicked a ridiculous amount of ass throughout the day, was pretty much the only reason I didn’t look like a complete idiot. Though I studied and crammed for this event for a week leading up to it, 90% of what I had loaded into my grey matter went right out the window as soon as I stepped up to the table. I leaned heavily on Alex’s expertise, and to my great fortune, he had played a very similar Cygnar foce that day and was expertly familiar with everything I was fielding. His counsel made the difference between me looking like a chump and actually making a decent show of it, and for that, I thank him from the bottom of my heart.

My stalwart Lieutenant, Alex and me with my eyes close (ugh). Had Alex been in command of my army, things might have actually turned out a little different for Cygnar…

Now, I’m resurrecting this from memory without any notes and I apologize in advance for any inaccuracies. Anyone reading this who might have witnessed the event should feel free to correct me on anything I have mistakenly reported, but to the best of my recollection, the battle unfolded like this:

Though we tied with the initiative roll, my advantage gave me the choice to go first, so I took it. After we deployed, I used Stryker to snipe the Stormwall and the Journeyman to Arcane Shield the Lancers, then pushed everyone forward, spreading out across the board to meet his advancing horde of banes.

Chris countered with a tactical advance that used the fewest number of banes possible to thwart any subsequent charge on my part, while pushing his ferocious Kraken straight toward the center of my army. A well placed shot from the Kraken surgically removed Lynch from the Black 13th, diminishing their potential by a solid third, but my force was otherwise unmolested as the Kraken was the sole ranged attack he possessed. Now what followed almost seemed like a gift from heaven. No, it was a gift from heaven, but one that would soon be mocked by less benevolent forces. For some reason, Chris, despite the counsel of his Lieutenant, left Goreshade exposed without the advantage of his Occulation spell, well within striking distance of my sniped Stormwall’s Big Guns. I was practically salivating. For a moment, I thought it was a ruse. Could he actually make such a huge mistake so early in the game or was he baiting me into some diabolical trap?

Turns out, it was a complete underestimation of my position, and the game almost ended there. I loaded the Stormwall with focus and then, biding my time, set up the rest of my force. I walked my lancers into the front ranks of his banes. Meanwhile, I sent Eiryss up the left side of the field, only to come up a quarter inch short on Goreshade — almost plugged him with a disruptor then and there. Needless to say, she was bane-chow on his next turn, but it was worth the risk to try and get that shot off on him. Finally, it came down to the Stormwall. Honestly, I thought I had it in the bag. I had a perfect shot with both guns, well within the Stormwall’s sniped 18″ range. Goreshade had one focus point on him, but it seemed to matter little at that point. The whole round, my marbled green Lock & Load dice had been rolling nothing but 5’s and 6’s, so frequently I was beginning to get a little self conscious about them. A couple of average rolls from these Big Guns and I was going to pack up and head to Disneyland.

Two Generals facing off across the battlefield. You can see by the gesture Chris’s lieutenant is making that this is where I just flubbed my damage roll!

Now, I don’t remember what the rolls were, exactly, but needless to say, I used my focus to boost the hit and damage on the first roll, then to hit on the second. I hit both times. But for the damage, I rolled crap. The second gun rolled nothing but 1’s and 2’s, and when my Lieutenant Alex saved me with a reroll, I rolled the same thing again. I did a total of eight points of damage on Goreshade, and that was the last I ever saw of him because for the rest of the game, he had Occulation up and there was no getting near him.

I think a lot of people were holding their breath during that series of rolls. It looked by all counts like the battle was going to be over before it really started, but that wasn’t what the fates were looking for that day. To be honest, I’m kind of glad it didn’t work out that way because I wouldn’t have been able to claim a victory from my own good playing. I’m not above exploiting a mistake from my opponent, but I think the whole thing might have felt a little anti-climactic, and we would have missed out on a great amount of bloodshed to come.

In Chris’s next round, he deftly maneuvered around the covering fire I was laying down from the Stormwall and Cyclone. Eiryss evaporated in a fine red mist, but otherwise things didn’t look too bad. I had forced him into a conservative advance, or so I thought. In reality, in true Nightmare Legion form, Chris maneuvered cooly and comfortably in the knowledge that time and the numbers were on his side. And then came the Kraken.

This one turned out to be a bit of a twist. For a moment, it looked like the Kraken was going to invalidate the existence of the Stormwall with a weapon lock. But thanks to some rules referencing on the part of John, we found out that the imminent Kraken threat wasn’t quite in range. I was going to get another chance.

As I went into my third turn, I faced down the Kraken and a wall of banes as wide as the battlefield. Goreshade, though, was safely concealed behind his stealth-providing spell. At this point, the Kraken became enemy number one. I lead with the Stormwall, battering it with a pair of massive, Voltaic fists (zapping a necrotech in the process), then followed with a lancer assault, connecting with four of the armored cavalry while the fifth member split to take a target of opportunity on a nearby bane. I also knew it was now or never and I popped Stryker’s Invincibility feat, enveloping nearly my entire army with his +5 ARM bonus. By the end of my turn, the Kraken was a smoking heap and thanks to Versh and some Stormsmith triangulation on the Stormwall’s lighting pod, a good chunk of banes had left the table. But not for long.

At this point, though, a serious problem reared its head: being terribly rusty at my game, I was moving horribly slow. Even with the counsel provided by Alex, I was moving through my turns at a snail’s pace, and we were on the clock. The Death Clock. We’d started the game with 50 minutes each, and by the end of my third turn, I had just over 7 minutes left on the clock. If I recall correctly, Chris had over 40.

The Kraken was a smoking wreck, but I was no closer to victory…

Chris’s third turn, despite him taking his time, is a bit of a blur to me. Banes started coming back. Lancers were dying. The Combine stripped my protective spells away. And a host of undead began carving up my beloved Stormwall, despite his Invincibility bonus. It was ugly. By the end of the round, I was surrounded on all sides by a sea of violet-clad banes and the left half of the Stormwall as well as its entire superstructure had been rendered scrap. And there I was with 7 minutes on the clock.

I think at this point, the clock was simply highlighting a foregone conclusion. Goreshade was safely walled behind an impenetrable curtain of undead unless I got very lucky, so that’s what I tried for. With a power-attack sweep, I took out several banes surrounding the Stormwall, but it wasn’t enough to clear the charge lanes for the lancers. Even if it had, the rough terrain created by the Kraken’s wreck kept Goreshade safely out of range. As my minutes and seconds slipped away, so did my hope. There was nothing I could do and the game was about to be decided by time.

Screw that.

With one second left, I slapped that Death Clock and initiated Chris’s turn. I wasn’t going down because of a clock. I might not have another turn coming, but if I was going down, I was going to go down in the proverbial blaze of glory. Chris would get his victory that day, but he’d have to earn it, and I know that’s how he’d prefer it anyway.

Chris had burned a good chunk of time on his last turn, but I think we was still sitting around twenty minutes or so; plenty of time to formulate a good killing strategy on Stryker, and that’s exactly what he did. The crushing force of his bane army obliterated the Stormwall and coiled around Stryker. In the end, Stryker fell to their shadowy axe blades while I watched helplessly from the sidelines.

The day was done. Chris Kluwe and his Cryxian army had cut a bloody swath through the land, striking deep and painfully into the heart of Cygnar, robbing the kingdom of their most cherished protector. Cue the violins. It was all over but the crying.

Being competitive by nature, I do love to win. But more than winning, I love a good competition. I know I wasn’t even close to the toughest opponent that Chris has faced, but I’m happy to say I didn’t hand him his victory on a platter. As I mentioned above, I have my Lieutenant Alex to thank for that because I would have been making mistakes out of the gate if I didn’t have him watching over my shoulder. I also have an entire team of champions to thank for earning me the advantages I had from the beginning of the game. But what I came away from all of this with was a renewed desire to play this damn game. It’s been too long for me and I’ve missed it. I missed painting these models and I’ve missed the challenge of playing the game itself. It’s time to get back in the saddle and I’m looking forward to it!

Thanks again to Chris for the great game and competition throughout the day, and thanks Alex for being my wingman through that battle. And last, thanks to John, Nicole and Greg for organizing and hosting the event and to all the champions who came out and gave it their all, whether you were on Chris’s team or my own. The best part about this game has always been its community, and I’m thrilled to have had a chance to spend a day as part of it.

Last week, I had the opportunity to help plan what I think is going to be the WARMACHINE event of the summer and if you happen to live anywhere in Southern California, you’re not going to want to miss it. The deets:

So this is how it’s going to go down: players signing up for the event at Mercenary Market will choose (or be assigned) a team — mine or Chris Kluwe’s. The two teams will face off through four rounds of WARMACHINE bouts, each round escalating in point value. As the generals, Chris and I will be able to dynamically allocate benefits during the games. The winner of each game will earn a benefit for his or her general, which Chris and I will be able to use during our own final, winner-takes-all match.

Sounds simple enough, right? Should be a walk in the park for the guy who originally designed WARMACHINE. Hell, I might field an army at random just to keep things interesting, or maybe an army of all Trencher Chain Guns — how about that? I mean, who even has a chance against ME? I AM WARMACHINE! Err…it’s not so simple…

For those of you who don’t know who Chris Kluwe is, he’s one of the most successful punters in the NFL and plays for the Minnesota Vikings. He’s also famous for being an avid gamer. As a gamer, one of his pastimes is miniatures games and by all accounts, his WARMACHINE flavor of choice is Cryx. Okay, neat, but what’s the problem with all this? Hang on, there’s more…

According to Wikipedia, Chris is 6’4″ and 215 lbs. Now, that officially makes him the most physically imposing opponent I’ve ever played against (Sorry, DevilSquid!) but that’s not what has me shaking in my boots. No, in my enthusiasm for this exciting event, I forgot something.

(Drum roll for the dirty-secret confession…)

I don’t know how to play.

(record screech)

Whoa, whoa, whoa, you say! You’re the original designer of the game! How do you not know how to play? Let me qualify that: I don’t know how to play ‘well’. Designing games and playing games are two totally different animals. If I can be so gauche as to use a tangentially relevant sports metaphor, the Coach with his years of experience and study might know exactly how to beat the other team, but he’s not going to go out on the field and throw the winning pass. I know, it’s barely the same thing, but you get the idea. Just because I can design games, and just because I conceived of this thing ten years ago, doesn’t mean I’m any good at it.

I don’t know what Mr. Kluwe’s win-loss record looks like, but I don’t even have one. Well, that’s not entirely true — I have played one recreational game with the MkII rules of WARMACHINE against the game’s current designer and mastermind, Jason Soles. Now, unlike me, Jason possesses incredible courage and never hesitates to wade onto the battlefield to slug it out with anyone who comes at him. And he’s good. Damned good. Jason is a ruthless, cold-blooded killer with laser-like focus who takes sadistic enjoyment not just in winning, but in making you watch while he feasts on your insides. I’m pretty sure Jason was the kid who pulled the wings off of flies just because he could, but somehow that kid grew up into a strategic and tactical genius and one hell of a game designer. If you’ve had the pleasure (or have endured the opportunity) to play against Jason, then you know how tough he can be. At conventions, I like to stop in and see what Jason’s score is, and while he wins the vast majority of his games, I’m always surprised to find out that there are some that he loses. And if Jason can be beat, I have no chance.

In the past two years I became a father, moved states, and finished two short films — oh, and I did a few things for Privateer as well. It hasn’t left a lot of time for playing games, even my own. That one recreational game I got in against Jason two years ago was a blast, but it obviously didn’t go well for me. I ran a Tier 4 Siege list — The Big Guns — that was more an exercise in how much artillery I could get on the table than anything else. And yes, I maxed out my FA of Trencher Chain Guns. But every figure on that table was painted, I’ll have you know! Even so, each one died a valiant death to Jason’s assaulting Cryxian horde.

I’m having flashbacks to the massacre that was that game. Cygnar vs. Cryx. It’s always been a tough one for me. I love a standup fight, armor against amor. Taking apart Juggernauts and Destroyers at range with a battery of Defenders has always been my strong suite. But tricky armies, and armies with hordes of infantry — those I have a harder time against, even if I did help come up with the rules for those things. I don’t have much intel about what Chris will be fielding or how he plays, but he said he’s bringing Cryx and he mentioned his ‘Banes’. That’s not a lot to go on.

But I’m not giving up! Oh no, it’s Rocky Balboa time! (Cue Eye of the Tiger, please) I’m having my army shipped down from Seattle right now and I’m going to spend the next four weeks tuning it up and training. I need to get some games in, shake the rust off, get my mojo back. I’m going to run up and down some stairs, tattoo ‘Page 5’ on my forehead and get my head back in this game, from a player’s perspective, not a designer’s. I’m not going down without a fight. Who knows, I might have a great team and maybe I’ll get some lucky dice rolls!

A few weeks ago, I was cleaning out the garage and came across something I had completely forgotten existed. There’s a reason I leave the sculpting to the professionals, but these little guys occupy a soft spot in my heart and I’ve never been able to throw them out. They’re the only miniatures I’ve ever sculpted or ever will. (The astute observer may recognize some pilfered bits from other games…)

When they're this cute, you don't mind the probe so much!

WARMACHINE wasn’t the first miniatures game I ever sat down to design. Almost two decades ago, I booted around a number of game ideas with a wargaming buddy. The one that made it furthest into development couldn’t look more different than WARMACHINE or HORDES. It was hard core sic-fi, deadly, highly complex, and took about five hours to play a game, which we thought was pretty good back then! There was also no world to it — it was purely an exercise in game design. But we each had our own ‘factions’ that we brought to the game, and mine definitely reflected my influences over the years.

It was the mid 90’s. X-Files was the coolest thing on TV, X-Com was my favorite computer game, and crop circles were regular news items. Being a lover of UFO mythology since Leonard Nimoy hosted IN SEARCH OF when I was a kid, I loved anything to do with the idea of extra-terrestrials, and I wanted to be able to play with them in my favorite hobby. A couple weeks and a pound of Sculpy later, I was raiding towns and abducting hapless victims with an elite tactical unit of well-armed alien Grays.

So, it’s almost twenty years later, and what am I doing? Making movies and games about bug-eyed aliens. I guess the more things change, the more they seem to stay the same…

I had a little fun playing the ‘let’s cast the WARMACHINE movie’ game this week. I always love looking at those threads on the Privateer forums to see if other people imagine the same actors I do when I think about the characters in our games. Naturally, this is something I think about a lot, both because I’m making films of my own now as well as because just from a fan-of-films perspective, I’d love nothing more than to see an amazing WARMACHINE film done with a huge, all-star cast and an amazing director.

WARMACHINE movie = Epic metal on metal action!

Now before I go on, let me stress that there are no concealed hints here, no veiled teases— this is strictly my own daydreaming and theorizing, so join me in the frivolous flight of fancy, if you will…

If we had say, $150 million to blow making a movie, but we only get to make one, what would make a better flick: an epic WARMACHINE battle extravaganza, or a more focused, character oriented quest in the IRON KINGDOMS? The distinction I’d make here is that in the former, we’d be dealing with the political climate and the primary factions we detail in WARMACHINE, while in the latter, we’d explore the Iron Kingdoms with a party of mismatched heroes with no particular ties to the conflict between nations.

Now, I’ve got my own opinion on what I’d rather see if I only had one shot, but as I muse about this stuff, I see challenges and benefits to both approaches.

By its nature, a WARMACHINE film would have to showcase the grand battles between these magnificent and terrifying armies. Assuming we’re focused on at least one warcaster as our hero, there are inherent challenges in choreographing a story that does decent service to your central character. The reason for this is that there almost inevitably end up being a lot of characters in this story! And I know, because I’ve taken a stab at a couple of these WARMACHINE screenplays already. A warcaster is a leader of an army and part of a very big organization that has to be realized during our two hour limit. Because it’s a fantasy world, we don’t have the luxury of shortcutting the exposition because the audience possesses familiarity with the setting or time period. For instance, SAVING PRIVATE RYAN didn’t have to explain who the factions were or why they were fighting, or really even where they were. Spielberg could jump into a battle and count on the fact that most people watching that film would know exactly what was going on and what the greater stakes were. But when you’re crafting a world from whole cloth, you got a lot more ‘splaining to do. And that’s why these big fantasy and sic-fi epics can be so difficult to pull off – you have a limited amount of time and money to tell a story. Moments spent explaining the world or the politics or the science can take away from the time spent getting into your hero’s head or developing the relationships between characters. And in the case of a WARMACHINE film, you’ve got a minimum cast of your warcaster and his or her battle group (they may not talk, but warjacks are characters, too!), plus a reasonable amount of supporting cast that can actually speak words. The cast gets big, quickly. I’m over simplifying the approach, but you get the idea — to make that film we all see instantly in our head when we look at the tabletop is nothing short of complex.

Not to mention, where do you start? The setting has a clear bias towards who the protagonists are and I think it’d be hard to make a WARMACHINE movie without the inclusion of Cygnaran characters, but where do you go from there? Who’s your main hero and what forces do you pit against each other? Can you tell a story with Haley without including Cryx? How do you give a comprehensive overview of a world as big and complex as the Iron Kingdoms in just two hours? Again, I’ve spent way too much time thinking about this stuff so I’ve got my own ideas, but it’s not as clear cut as you might think.

The other side of the coin would be an IRON KINGDOMS movie. Here the wars between nations would be little more than a backdrop. We’d focus on a small group of characters, as few as just one, and we’d have more then enough time to spend on characterization. We’d also potentially get to see a greater cross section of the world, exploring cities, ruins, the history and the cultures that populate the setting. And while I’m sure we’d see some steamjacks, I think the thing we’d miss out on would be those huge battles that define WARMACHINE. The things that are truly iconic in the setting might never get touched on in a more quest-style storyline.

IRON KINGDOMS movie = super cool characters with ample time to do a sexy strut

It’d be a tough call! And as an aside, that’s part of the reason I’m so excited for the new Iron Kingdoms RPG to come out — I miss being able to explore those things about this vast world that we can’t fit the WARMACHINE stories into.

The truth is, these two things (WARMACHINE and the IRON KINGDOMS) aren’t really at odds. Many of the stories we tell in the WARMACHINE books are small, intimate moments, and every one of them is very focused on character. But in broad stroke terms, if you were to picture that perfect movie that represented each of them, I think you’d come up with two very different films.

What do you think? What’s your WARMACHINE or IRON KINGDOMS movie fantasy? What would you want to see in it?

Like I said, I’ve got my own ideas. Let’s see if I can make any of them happen!

Wait — what? Did someone in the back row just yell out ‘HORDES‘? Don’t worry, I didn’t forget. HORDES is a different animal altogether and I’m going to save that one for a blog of its own. I’ve got plenty of ideas for that one, too…

Well, that’s not entirely true. I actually read a lot of fiction, but perhaps not like most people and definitely not like I used to. It’s not for lack of want, and certainly not for lack of availability. There’s an endless supply of amazing and engaging science-fiction and fantasy out there, so much so it can be hard to settle on something if you have to make a choice.

Like many that are probably reading this, I dove into fiction at a very early age. My first exposures to fantasy were C.S. Lewis and Lloyd Alexander. These authors ignited my young imagination and sent me searching for anything unreal that I could get my hands on. Later I discovered true science-fiction with Asimov and Herbert, and I couldn’t get enough. I joined the science-fiction book club — you know, the one where you get twelve books for a penny and then had to buy something like four at full price in the coming year? Ha! It’s amazing I didn’t single-handedly put them out of business. I devoured those books like a Sandworm devours sand plankton, quitting after I had purchased my quota, only to rejoin and harvest my next dozen books for a penny — over and over and over again.

Moorcock, Zealazny, Powers, Wolfe, Eddings — these guys showed me that science-ficiton and fantasy were entirely undefinable and unlimited. It could be heroic and epic, dark and twisted, sexy and cutting edge, brutal and haunting. There were no boundaries. There was no place you couldn’t go. I’d read every night, usually until four in the morning, turning off my light just long enough to grab a few hours of sleep before class the next day, and I had more than my share of agitated teachers wake me in the middle of class when I tried to grab a few more. But I was an addict, I couldn’t stop.

Then somewhere along the way, I did. Sometime after having my mind blown by Gibson, Chrichton, and Stephenson, I found myself creating stories of my own. All the inspiration I’d derived from years of reading these masters came out in the form of comics and then games. Soon, I found myself in limited supply of two very necessary commodities that you need on hand when you’re about to tuck in with a good book: bandwidth and brain space.

I don’t end up with a lot of downtime in my schedule, and when I do have a spare moment, my grey matter usually feels like room-temperature oatmeal made with too much water. And more often than not, my mush brain is actually due to writing and reading copious amounts of fiction.

I split my day between a lot of different activities, but one of the primary tasks is writing, usually in the form of a screenplay these days. Another thing that occupies a lot of my attention is editorial work. At Privateer, I try to stay heavily involved in the fiction of our worlds and participate in initial story-forming as well as providing feedback on early drafts in an effort to foster an overall cohesive vision for the setting. I’m not alone in this effort as we have a dedicated creative staff, and many eyes pass over each piece of work as it goes through development and evolution, but it can be a lot to keep track of, especially when you start hopping worlds.

Jumping from writing a new screenplay, to giving notes on a WARMACHINE novella, to writing background fiction for LEVEL 7 all in one day can make my head swim. I’ve found that over time, my brain can only hold so many worlds in it, tracking the characters, the story arcs and the details of each setting with any sort of accuracy. The thought of cracking into a novel and inviting a new world into my slowly softening skull is almost terrifying.

But I do! It just has to be a special circumstance. These days, if I read fiction that isn’t related to Privateer, it’s usually because I know the person who penned it. Having a personal attachment to the author always makes the read more exciting to me. There’s something more real and intimate and tangible when I can hear that person’s voice in my head as I read the words.

Occasionally, I have had the honor of reading very early drafts of the work of close friends. One such friend is a writer that I’ve mentioned in the past, the magnificently talented Miles Holmes. Like myself, Miles has somewhat of a dual identity. He enjoys a brilliant career with many accolades in the video game industry, having worked as a lead designer on the acclaimed MASS EFFECT franchise as well as the SONIC CHRONICLES, and was also the senior designer of the outrageous car-combat franchise, FULL AUTO — just to name a few. He’s also got game design credits to his name and even contributed to No Quarter Magazine a few years back. And he’s also a brilliant author of fiction.

While I’m truly not worthy of reading his grocery list, much less his unfinished narrative work-in-progress, Miles and I have become, for lack of a better term, writing buddies. I show him mine, and he shows me his. (I’m talking about our writing!) For me, it’s become somewhat of a dependency. There are two people who I rely on heavily for critical feedback on whatever I’m writing — one is Jason Soles, whom those of you from the WARMACHINE and HORDES community will be quite familiar with, and the other is Mr. Holmes.

Currently, Miles Holmes is crafting an incredible universe of some of the most imaginative and progressive science-fiction I’ve had the pleasure of reading. To say that it is epic is an understatement because the amount of time it spans is almost unquantifiable. The scope of his story lines, the way they are interwoven between time periods and distant locations, and the themes that he is fearlessly exploring are both mind bending and utterly engaging.

I have had the undeserved privilege of reading his work in raw form as it develops into the final incarnation that he releases to the world. I also enjoy a rare vantage point in that he’s given me insight as to where he’s headed with this enormous project that readers will be forced to learn of only as he is wiling to measure out his mystery. But this foresight makes his work no less enthralling, in fact quite the opposite, and this has actually caused me a bit of a problem. You see, we bare our still baking work to each other under the pretext of providing constructive criticism in an effort to hone our craft and produce the best product possible. However, I have become so deeply engaged in the universe Miles has created that I now find myself reading for pleasure instead of doing my duty and offering intelligent feedback. I have been transformed from a useful colleague into a rabid fan, eagerly awaiting the next installment of his ever expanding saga.

And as I realize this metamorphosis in my perspective on his work, I am forced to confront another truth: the addict is not dead. He’s alive and well and craves science-fiction and fantasy, hungry to devour them both one world at a time.

Miles has set up a fantastic site at INFINITYGATE.COM where you can check out his short stories with which he’s laying a foundation for a much larger, jaw-dropping effort just past the visible horizon. I urge you to go there now, strap into your seat, and hang on for the ride because this one is gonna be going places and you don’t want to be left behind!

I’m also interested in what you’re reading. What’s at the top of your recommended reading list for people with a limited amount of time? I’ve got a plane ride to Lock & Load in a couple weeks, and I might just take a new world with me. I need to feed the beast.

So, I’ve had this box sitting on my desk for weeks. An innocuous brown box about the size of a shoebox, sealed with a single strip of clear packing tape. In the chaos of the past month, I’d almost forgotten about it. I’d even moved it around a few times and it was accumulating paper and other clutter on top of it like some sort of weird office supply stalagmite. (I’ve got more than a few of those around my workspace. The technical term is ‘creative filing’ and if you’re a creative type, you know exactly what I mean.)

Back to the box…

Oh yeah, I kind of spoiled it in the title. It’s a Stormwall — the mighty Cygnaran colossal of Privateer’s WARMACHINE tabletop miniatures battle game, on the off chance that someone reading this doesn’t actually know what I’m referring to.

Tonight, I busted it open. I had a brief fantasy that I’d have this thing assembled and painted before Lock & Load, but that’s not going to happen. I could get it done, but this is something I want to take my sweet time with. It’s been a long time coming to have this beautiful weapon of mass destruction spread out on my desktop, and I want to savor every brush stroke as I make it battlefield ready. I’ve got a couple challenges ahead of me before that can happen, though.

The Cygnar Stormwall —beautifully huge!

Being the owner of a miniatures manufacturer has some fantastic perks. One of them is being able to request advance copies of the latest production pieces months before they’ll be available in stores. The production department graciously sent me one of the first Stormwalls off the line, and for that I thank them very much. However, as a cruel joke, they didn’t include a base, so now I have to go back and grovel for a platform to mount this beauty on top of.

Second, getting stuff early isn’t necessarily as keen as it sounds. I got this thing before the packaging was printed, which means I also got it without assembly instructions. Now you might think that since I designed the damn thing I’d know how to put it together, but in my defense, it’s been something like four years since I drafted this mechanized monster, so by now it’s as new to me as it will be to any of you.

Like I said, it’s been a long time coming. But looking at this thing, even in all these pieces, I gotta say it’s been worth the wait.

A couple nights ago I had the great opportunity to drop in and say hi to my old friend Tony DiTerlizzi* during his whiz-bang, breakneck A Hero for Wondla book tour. While there, I had the great fortune of running into another friend I hadn’t seen in several years, the fantastically talented Therese Nielsen**. I realized after a few moments that she didn’t know that I didn’t live in the North West anymore. And how could she? I hadn’t really told anyone.

Fifteen years ago I moved from southern California to Seattle to work for Wizards of the Coast as the art director for MAGIC: THE GATHERING. A few years later, I founded Privateer Press with two other partners and spent the next decade primarily focused on creating great gaming products and growing the company. As the company became a stable, self-sufficient entity, I found myself with a little spare time so I filled that time by returning to writing and exploring one of my great passions, filmmaking.

My very first ever Magic: the Gathering painting

In 2010, I completed my first short film, WOLFSBANE. We also optioned MONSTERPOCLAYPSE to Dreamworks that year, so doors started opening and I started spending a lot of time back in Los Angeles. By the end of that year, I was commuting at least twice a month from Seattle to LA, and my wife Sherry (who also runs Privateer) delivered our first child, Gryffin.

Suddenly, we had a lot of reasons to relocate, not the least of which were two Grandmothers who would be essential in maintaining our sanity as Sherry and I plunged into the very frightening, alien realm of parenthood.

In March of 2011, we entrusted the stewardship of the company to our very excellent management team and the talented staff of Privateer, then packed the baby, two dogs and two cats into a pair of trucks and headed for California.

Both Sherry and I are still intricately involved with Privateer as much as we ever have been, but we operate remotely through the magic of email and Skype. Every couple months, I bounce back to Privateer for marathon meeting days and some heavy development work. In many ways, I think I’m even more involved with Privateer now because I’ve managed to cut down on a lot of travel time, and with the frequent video calls, I often forget I’m not actually present in the office.

About six months after our great migration south, I realized that more than ever, I wanted to find a way to merge these two disparate worlds I was occupying. I had thought that game designer Matt and filmmaker Matt were two different identities that had to be managed separately (apologies for breaking my promise about referring to myself in the third person, it’s such a filthy habit). But what I found myself doing more and more was trying to find a way to make these two paths intersect. With the MONSTERPOCALYPSE option things were already heading in that direction, but being in tune with my control-freakiness, I quickly realized I wanted more. I wanted to control both sides, the horizontal and the vertical, and realize the things in my head in the two mediums I was most passionate about: games and film.

On the set of WELCOME TO LEVEL 7

Cosmic forces willing, I’m within a few weeks of completing my second short film, [WELCOME TO] LEVEL 7***. This will be my first attempt in the grand experiment to see if I can pull off this intersection of disciplines and worlds. Hopefully it’s a well met intersection, and not an apocalyptic collision, but no matter what, it’s been an amazing ride getting to this point and I’m as excited to unveil the film project as I am to release the upcoming LEVEL 7 [ESCAPE] board game that the amazing design team at Privateer has worked so hard to bring to life. It’s going to be one hell of a summer.

So where am I now? Still in LA, bouncing back and forth to Seattle, and up to my ears in my next attempt to create a fantastic intersection between these two mediums I love so much.

* If you don’t know Tony DiTerlizzi, then either a) you aren’t a gamer or b) you’ve been living under a rock for the past twenty years. The dude defined a generation of Dungeons & Dragons art with his artwork for PLANESCAPE and now he’s inspiring a new generation of kids with his incredible picture books and novels. Hit the link to check out his blog.

** Therese Nielsen is one of the most famous and incredible MAGIC: THE GATHERING artists that ever lived. If you don’t know her art, do yourself a favor and check it out!